Files
0ad/source/maths/Brush.h
T
Ykkrosh b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00

128 lines
3.6 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* CBrush, a class representing a convex object
*/
#ifndef maths_brush_h
#define maths_brush_h
#include "Vector3D.h"
#include "graphics/ShaderProgram.h"
class CBoundingBoxAligned;
class CFrustum;
class CPlane;
/**
* Class CBrush: Represents a convex object, supports some CSG operations.
*/
class CBrush
{
friend class TestBrush;
public:
CBrush() { }
/**
* CBrush: Construct a brush from a bounds object.
*
* @param bounds the CBoundingBoxAligned object to construct the brush from.
*/
CBrush(const CBoundingBoxAligned& bounds);
/**
* IsEmpty: Returns whether the brush is empty.
*
* @return @c true if the brush is empty, @c false otherwise
*/
bool IsEmpty() const { return m_Vertices.size() == 0; }
/**
* Bounds: Calculate the axis-aligned bounding box for this brush.
*
* @param result the resulting bounding box is stored here
*/
void Bounds(CBoundingBoxAligned& result) const;
/**
* Slice: Cut the object along the given plane, resulting in a smaller (or even empty) brush representing
* the part of the object that lies in front of the plane (as defined by the positive direction of its
* normal vector).
*
* @param plane the slicing plane
* @param result the resulting brush is stored here
*/
void Slice(const CPlane& plane, CBrush& result) const;
/**
* Intersect: Intersect the brush with the given frustum.
*
* @param frustum the frustum to intersect with
* @param result the resulting brush is stored here
*/
void Intersect(const CFrustum& frustum, CBrush& result) const;
/**
* Render the surfaces of the brush as triangles.
*/
void Render(CShaderProgramPtr& shader) const;
/**
* Render the outline of the brush as lines.
*/
void RenderOutline(CShaderProgramPtr& shader) const;
private:
/**
* Returns a copy of the vertices in this brush. Intended for testing purposes; you should not need to use
* this method directly.
*/
std::vector<CVector3D> GetVertices() const;
/**
* Writes a vector of the faces in this brush to @p out. Each face is itself a vector, listing the vertex indices
* that make up the face, starting and ending with the same index. Intended for testing purposes; you should not
* need to use this method directly.
*/
void GetFaces(std::vector<std::vector<size_t> >& out) const;
private:
static const size_t NO_VERTEX = ~0u;
typedef std::vector<CVector3D> Vertices;
typedef std::vector<size_t> FaceIndices;
/// Collection of unique vertices that make up this shape.
Vertices m_Vertices;
/**
* Holds the face definitions of this brush. Each face is a sequence of indices into m_Vertices that starts and ends with
* the same vertex index, completing a loop through all the vertices that make up the face. This vector holds all the face
* sequences back-to-back, thus looking something like 'x---xy--------yz--z' in the general case.
*/
FaceIndices m_Faces;
struct Helper;
};
#endif // maths_brush_h